Product Chat / Isometric Room Revealing

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Teabone
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Posted: 9th Jan 2018 05:54 Edited at: 9th Jan 2018 05:57
I've been doing a lot of experiments lately and prototypes in GG. About a new one each week. I've noticed the isometric type style game play some people are working on. Here is a quick test at something I'm working on to reveal rooms that are hidden by ceilings.

The great benefit of this style is you can do a lot of optimizing techniques with hiding things.



(recorded at 3:30AM so I may be mumbling, but visually you get the idea)

I am going to work on a new prototype which will trigger rooms to reveal an entire room rather than just a radius of tiles around the player. Let me know if this is something that might be useful to anyone and I'll continue to develop it into something more usable.

I should add that my latest test, ran at 160 FPS and a steady 140 FPS.
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Pirate Myke
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Posted: 9th Jan 2018 06:45
Interesting. Thanks for posting.
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synchromesh
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Posted: 9th Jan 2018 10:26
With me loving the isometric style kinds of games this is pretty cool
Great work !!
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Posted: 9th Jan 2018 13:06
that's pretty cool. I not new to the performance part as this is one of the reasons I'm working on a Isometric game style. Plus their is other ways to hide the level ahead which can also keep the draw count low. their is so much to reveal apart from making a fps game with guru.
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Teabone
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Posted: 9th Jan 2018 19:15 Edited at: 11th Jan 2018 18:54
The steady 150 FPS was a pleasant thing to discover during these tests. Even with AI running about. Camera distance was reduced heavily as well as the terrain size. You could technically remove the water, sky and terrain completely and get even better results. I believe you can also divide the textures more, since the camera isn't as close. Performance-wise isometrics preform pretty well in GG.

Somethings I'm going to work on:

Full Room Reveal (rather than just radius of tiles) - Example
Fog of War - Example 1, Example 2
* Activate Enemy Spawns (triggered by opening doors to rooms not yet explored)
* Isometric perspective locking with wall removal - Example
* Ceiling Ghosting (might require new shader swapping or value changing techniques of future GG versions)
* Pits and Traps
* Multi-Floor (highly complex as it requires creating data for floors, in a modular fashion)
* Rogue-Like (because the structures are entities, it may be possible to have levels build themselves)

Just a few things I'm thinking of poking at while I wait for the next GG version's release.
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granada
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Posted: 9th Jan 2018 19:24
Quote: "You could technically remove the water, sky and terrain completely and get even better results."


When Lee ads the clean start level to GG you will be able to start with a clean sheet .

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Posted: 10th Jan 2018 01:21
Im still trying to work out how you manged what you did achieve ..
Let alone what your going to try
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Teabone
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Posted: 10th Jan 2018 03:19 Edited at: 10th Jan 2018 03:29
Entire room revealing is now working pretty nicely:

Preforming at 110 FPS
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Posted: 10th Jan 2018 17:23
this is really neat and well done. Love the isometric view. good job Teabone
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Posted: 10th Jan 2018 23:50
Incredible work as always. Love that look. I pray to GOD that we get an actual 3rd person this year. Where you can pick up weapons and stuff like that.
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Teabone
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Posted: 11th Jan 2018 19:07 Edited at: 12th Jan 2018 02:09
Thanks guys. As this requires entities, I'm going to spend some time refining the FPSC Segments and convert some more over for different themes. Will release the segments publicly at some point too.

A Game Guru feature would be required however to make the workflow better. For instance you cannot draw entities like you can in the EBE. So building interiors in this fashion is quite time consuming. Also its very easy to accidentally place two of the same entities on top of one another without even realizing it. Issues I've had with GG since the beginning when creating complex geometry for interiors.

I personally may not use the 3rd person character in a game I make. As it seems quite restrictive at present. Is it even possible to change weapons? Might require a manual overhaul of the player controls and I don't know if i have the time for that. As I have many other prototypes on the go.
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Belidos
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Posted: 11th Jan 2018 20:13
Hmn, this has given me an idea. How about a screen sized black sprite, with a hole in the middle, as you move around the room around you will smoothly reveal itself.

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Teabone
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Posted: 11th Jan 2018 20:20 Edited at: 12th Jan 2018 07:49
Preciously what I was working on earlier today. A simple black sprite with etched out centre is a simple solution that looks best with low lit levels. I believe Diablo uses a combination of that and the revealing rooms effect (for when in dungeons). Requires positioning the 3rd person player camera to centre on the player on the screen as opposed to just behind the player.
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cybernescence
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Posted: 11th Jan 2018 20:35
You could possibly do ceiling reveal by varying the alpha within the shader controlled by lua. A bit like how it works in editor when needed.

This would likely work with EBE too but not sure how much control you would have to just remove specified ceilings or tiles - easiest would likely be a circlular reveal over player position.

Cheers.
Teabone
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Posted: 11th Jan 2018 21:21
Quote: "You could possibly do ceiling reveal by varying the alpha within the shader controlled by lua."


ah that's what I meant by Ceiling Ghosting on my list there above. I had no idea GG supported shader value controlling via LUA yet. That's good news if the case!
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Teabone
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Posted: 12th Jan 2018 07:48 Edited at: 12th Jan 2018 07:52
Update 3

- Close "Camera Distance" to reduce the visible entities on screen
- Hud sprite to create illusion of radial view around player
- Black ceiling tiles to blend with background/fog
- Enemy triggered spawning

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granada
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Posted: 12th Jan 2018 12:21
Looking great Teabone ,nice job .

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Posted: 12th Jan 2018 12:47
The darkness works as it is ...
You really don't need the roofs tiles to vanish at all under these conditions ..
I did try this kind of thing with just the torch but its not bright enough
Now if you could get a light entity to follow you around it would be the perfect effect
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Posted: 12th Jan 2018 23:49
this is perfect for a different type of game. im gonna bring zombicide to life, and this is perfect. best thread in a while.
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Posted: 14th Jan 2018 11:50 Edited at: 14th Jan 2018 11:52
If Lee exaggerated the Vignette Radius on the slider and gave us fully closing in to the center that would work as well as a fog of war which would be fully adjustable as well
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Teabone
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Posted: 14th Jan 2018 17:43 Edited at: 14th Jan 2018 17:44
Exactly I actually was thinking that while i was in photoshop. How the Vignette Radius if it was thicker would certainly help with this effect, in-engine, without a running script or sprite being drawn every frame.

If you match the enemies view distance (player distance with the entity) to the size of the circle , the AI would only go after you if in view.
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smallg
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Posted: 14th Jan 2018 17:59
Quote: "If Lee exaggerated the Vignette Radius on the slider and gave us fully closing in to the center that would work as well as a fog of war which would be fully adjustable as well "

indeed, combining a sprite with the vignette works quite nicely, i used it before to simulate a horror type game by restricting vision more and more as you took damage (i did this map back in feb 2016 but it actually still works with the current preview which is interesting to know).

i'm starting to get the itch to create a resident evil style map again lately but i'm still not sure i want to use GG until we get a good copy and paste (i'm just too lazy to enjoy placing the same tiles over and over )
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Belidos
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Posted: 14th Jan 2018 18:42
At chance of getting th script for that smallg? looks great

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Teabone
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Posted: 14th Jan 2018 19:52
Quote: " i'm still not sure i want to use GG until we get a good copy and paste (i'm just too lazy to enjoy placing the same tiles over and over )"


My number 1 biggest problem with GG is this. Additionally we cannot draw with entities. But yet you can draw in EBE. So this is two problems that makes the workflow take 10 times longer to do a simple task.
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science boy
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Posted: 14th Jan 2018 21:30
Quote: "My number 1 biggest problem with GG is this. Additionally we cannot draw with entities. But yet you can draw in EBE. So this is two problems that makes the workflow take 10 times longer to do a simple task."


what do you mean by drawing entities?
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Posted: 14th Jan 2018 22:01
Quote: "what do you mean by drawing entities?"

it means something like if you have a tile in your mouse cursor you can hold left click and move the mouse to repeatedly place the tile along the mouse's path, so for example a long wall can be built by simply clicking and then moving the screen in the direction you wanted the wall to be built or you could fill a room with the same floor tile simply by moving the mouse around inside the desired room.

@belidos, sure, i'll add a new version to my thread tomorrow if i remember (the script i have is not fit for sharing, very old and rough )
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Posted: 15th Jan 2018 01:05
thankyou small g, its basically doing the link painting. as in it auto places along like fpsc9 it auto places entity next to previous
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Posted: 15th Jan 2018 15:04
I love this, I used to play this type of game quite a lot and really enjoyed them, well done Teabone.
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